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SiWi

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Everything posted by SiWi

  1. well personally I think you could give float planes campaign map bonuses and not just reduce them to the tactical battles. meaning that ships with them have better chance of finding missions. And between "the ship is somewhat east west" and the ship is right there, I do see a big difference.
  2. as long I can keep playing the game and will get the key eventuality, I'm all good.
  3. So damage system (flooding is suppose to get a rework next update), ship designer ect? On the campaign itself as in the duel between UK&Germany (aka balancing the campaigns and starts) I wouldn't spend to much time on, since it is a provisional and will be ultimately in vain. Unlike the other systems.
  4. I had an enemy DD, which had all 3 engine damage and rudder damage turn on the spot the whole time (bug report was send). Now they did have auxiliary engines 1 but that was a bit much.
  5. Hi, After the release of the campaign and a fairly regular update schedule for it, I'm wondering what will come next to the game and waht you guys think should be next. Originally the plan was: Now I suspect that we won't get officers this year or another major update. But going of on this, let say we get the update on officers. How will the show go on? Adding more nations or add features like diplomacy or peace negotiation (which right now don't seem to matter) Which nations should be added in first, how the map expanded? Personally, I think it could make to add 2 more in the next major update: Russia and France. Why those two? Well there next to the existing UK&Germany and could help to balance then the campaign. If we add only 1 nation then it could easily be a disadvantage for one of the two existing. Assuming we don't Lock the nation diplomatic of course. If we just add France for example it could be either a big disadvantage for the UK (with a potential enemy just below their coast) or a disaster for Germany, having to fight 2 enemies at once. Russia here could be the counter balance, since it would be a thread to germany. But those are major nations, what do you think about minors? Should the Dev's add Sweden, Denmark, Belgium ect. so the player has room to expand against none major navies or should they be the last to come?
  6. the only thing I can think of that the canal between Nord and baltic sea doesn't seem to exist in game.
  7. To 3: once you won a campaign you should unlock the next start. hence once you played 1890 (and won) you can start in 1900, if you won that, 1910. This goes up to 1930. Maybe it was bugged for you and didn't notice it. Mind you I don't think that the game when finish should do that (locking campaign starts).
  8. when the pop up comes, you don't decide peace but your government ask you of your opinion as head of the navy.
  9. personally I almost always control all ships on their own. But if you don't want to do that, then 1 make sure they are on the same "side" in one column in an formation 2 if one gets damage take it out of the formation and control it as single ship
  10. BTW: I don't know if the enemy docks actually were damage by this or not. The battle counted as victory but I didn't sink all the enemy ships. So I don't know if I triggered it or not or if that trigger even works right now.
  11. Introduction: In a 1890 campaign, right in the first turn, I got a "Strike mission" on the Port of Kiel. Now unfortunately the screens don't show the UI and hence not the battle order. But from what I remembered the fleets in play were: My Fleet: 3 BB's, 4 CA's, 3 CL's and 5 TB's Enemy Fleet: 1 BB, 3 CA's, 5 CL's and 4 TB's (?) and 2 TR's. The text of the mission description said that if successful, the enemy Docks would be damage. Now given this occasion I thought that maybe a bit of dramatic battle narrative would be in order. Fortunately this idea came after the first 3 but still. Also I think thant many people having seen a "strike mission" (8+ campaigns and this is the only one I had). The Stakes: It was just after the deceleration of War of her Majesty Government against the German Empire, that the Admiralty crafted a daring plan: Instead of smaller actions grinding the enemy down, the RN would use it might in a devastating opening strike. Forcing an decisive battle upon the enemy, which would not only force the enemy fleet into a fight, but also would if won, damage their war ability from the start. A mighty Fleet was assembled. Containing half of the RN Battleships with them. They steamed in to the Nord sea and through pure boldness rush through the Denmark straits to fall upon a surprise German Fleet. This Fleet was far smaller, but since the specification of them were unknown, no one really knew they fighting power. But it mattered not. The duty called upon the RN and their would not let it wait. First Contact: The Enemy Fleet was seen west and the Admiral ordered full speed on all ships to meet them. The first hsip seen was the enemy BB. A mighty ship with respect demanding 12 inches and a array of secondary guns, reaching from 6 to 2 inches. After that, the enemy Cruiser would be spotted. One by one more and more ships came into sight and fiere range. Sure in his numbers and fighting power, the British Admiral ordered a pincer movement. His BB's and a part of his Cruiser would with the TB's meet the enemy BB and its Battleline. Four of the heavy cruiser would, with one light Cruiser move North from the enemy fleet and ensure that its lighter units couldn't escaped. The Battle rages: both side let their cannons roar, mighty 12 inch shells exchanging from both fleets while the smaller ships were lurking for any opportunity for a torpedo attack. But the overwhelming might of the RN battleships showed it self. Outnumbered 3:1, the German BB fought stubbornly, but fate was not in question... Not after the heroic actions of a small TB successfully using its torpedos against it. The grind into the bottom of the sea: With the Battleship lost, it was clear that the German fleet could not withstand the RN might. But in an act of valor (and the lack of speed in their designs), their hold their ground against the mighty RN. Always searching for opportunities to use their numerous torpedoes on their enemy. Causing great damage to the CA Warspite and Powerful. But their Revenge was coming: One after the other the german cruisers were picked of by the mighty of RN guns. Realizing that the day was lost, some of the enemy TB's did not join the fight and slipped away. So did the TR ships which were surprise by the battle. After the hard days fighting and the lack of information where the rest of the enemies where, the admiral called off the attack. And while he didn't competently destroyed the enemy fleet, the admiral knew that this Victory would shape the war which just started. Losing an BB, all of the heavy and light Cruiser and 2 TB's was a heavy blow that Germany could not afford and would never really recover from. His own loses were limited to 2 TB and many heavy damage CA's The War was not ended with this battle... But with this the RN set its course to victory!
  12. yup. this has been requested for a long time. Especially since the game likes to place ships of either side of another (a recipe for disaster). Hopefully with the campaign finally underway the devs will find time to do this.
  13. it isn't anymore (my experience after patch)
  14. in 1910? maybe not, but in 1890/1900? Absolutely adequate if Combine with torps and multiple guns. And you don't need to ne "lucky as humanly possible" if you have a commanding speed advantage. The great advantage of high speed is that you can chose your engagements. edit: mostly irrelevant through his edit.
  15. the ai does create new ships and makes new plans. there are some campaigns where they seem to no do it (thou who knows what the exact situation is for its Budget) but in most of my campaign (which aren't too short) the AI makes new plans and builds new ships.
  16. okay sorry I though it had multiple guns.
  17. which year is this? If it is not 1910+, then my main complain would be the lack of torpedos. But 4 inch on itself, on a CL, which seems to be quite fast, could work just okay as long you can avoid CA or heavier.
  18. btw, can we have an "eternal war" option which allows us to fight even after we won the first war? maybe with just a 6-12 month peace period (maybe give the losing side a bit of a money buff to rebuild because its a one vs one) and then automatic next war? I feel this way we could see the transformations of fleets in the course of time better.
  19. I had the same happen to me but I belive that is the game remebering that the crew of the ship wasn't full stuff before battle. Fun fact: if the crew is 0% a ship doesn't sink. Why Do I know that? Because an enemy cruiser had 0% crew during a battle. Why did it had 0%? because I already sunk it in a mission before in the same turn (I reported the bug and this only happend once to me)
  20. the war not ending simulates that the government makes the decision not you the admiral of the fleet. They listen to you and decided, "nah we want more out of this". thou the game needs to make this more transparent (what the devs probably know) and tell players what likely happens depending on what they advise the gouverment.
  21. Another thing: when placing ships when building, please show me a map of the different ports. I struggle to remember where are all the English ports are and new nations will make this only worse...
  22. I don't remember exact numbers but I had about 12 ships and the enemy after loses should have around 45.
  23. I think the "revolution" mechanic is a bit over the top in the moment. I just did a 1930 German campaign and after sinking 5 enemy ships there was a revolution and I "won" the war (on a side note: revolutions shouldn't automatically end wars)
  24. exactly. And they give a instant mark to identify your own ships if multiple classes of the same type come into play.
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